﻿// For an introduction to the Blank template, see the following documentation:
// http://go.microsoft.com/fwlink/?LinkId=232509
(function () {
    "use strict";

    WinJS.Binding.optimizeBindingReferences = true;

    
    var app = WinJS.Application;
    var activation = Windows.ApplicationModel.Activation;
     
    var canvas, context;
    var gameStage;
    var preload;

    var logoScreenImage, logoScreenBitmap;
    var floorImage, floorBitmap;
    var playerIdleImage, playerIdleBitmap;
    var ghostImage, ghostBitmap;
    var newGame = true;

    var isGameOver = false;

    var player;

    var scoreText;
    var playerScore = 0;


    var ghosts = [];
    var ghostSpeed = 1.0;
    var timeToAddNewGhost = 0;


    var scaleW = window.innerWidth / 1366;
    var scaleH = window.innerHeight / 768;

    app.onactivated = function (args) {
        if (args.detail.kind === activation.ActivationKind.launch) {
            if (args.detail.previousExecutionState !== activation.ApplicationExecutionState.terminated) {
                // TODO: This application has been newly launched. Initialize
                // your application here.
            } else {
                // TODO: This application has been reactivated from suspension.
                // Restore application state here.
            }
            args.setPromise(WinJS.UI.processAll());
        }
    };

    // The player class

 
  function Player() {

 
             this.positionX = window.innerWidth / 2;

 
             this.positionY = window.innerHeight / 2;

 
          

 
             this.targetX = this.positionX;

 
             this.targetY = this.positionY;

 
          

 
             this.width = playerIdleBitmap.image.width * scaleW;

 
             this.height = playerIdleBitmap.image.height * scaleH;

 
  }

  function Ghost(gfx) {

 
             this.positionX = Math.random() * 5000 - 2500;
 
             this.positionY = Math.random() * 3000 - 1500;

 
             this.setStartPosition = function () {

 
                if (this.positionX >= 0 && this.positionX <= window.innerWidth) {

 
                      this.positionX = -500;

 
                   }
 
 
                if (this.positionY >= 0 && this.positionY <= window.innerHeight) {

 
                          this.positionY = -500;

 
                      }

 
              }

            this.targetX = 0;
            this.targetY = 0;

            this.move = function (tX, tY) {

 
                  this.targetX = tX;

 
                  this.targetY = tY;

                  if (this.targetX > this.positionX) {

 
                      this.positionX += ghostSpeed;

 
                 }

 
                  if (this.targetX < this.positionX) {

 
                         this.positionX -= ghostSpeed;

 
                   }

 
                 if (this.targetY > this.positionY) {

 
                         this.positionY += ghostSpeed;

 
                      }

 
                 if (this.targetY < this.positionY) {

 
                         this.positionY -= ghostSpeed;

 
                  }

 
            };

 
         this.isCollision = function (playerX, playerY, playerW, playerH) {

 
         var centerX = this.positionX + (this.ghostBitmap.image.width * scaleW / 2);

 
         var centerY = this.positionY + (this.ghostBitmap.image.height * scaleH / 2);      

 
         if ((centerX >= playerX - playerW / 2) && (centerX < playerX + playerW / 2)) {

 
                           if ((centerY >= playerY - playerH / 2) && (centerY < playerY + playerH / 2)) {

 
                                   return true;

 
                               }

 
                       }
 
                  return false;

 
              }

          this.ghostBitmap = gfx;
 }



    function pointerUp(event) {

 
             if (newGame) {

 
                             newGame = false;

 
                 }

 
             else {
                            player.targetX = event.x;

 
                          player.targetY = event.y;


 
                 }

 
    }

    function pointerDown(event) {

 
             if (newGame) {

 
                 }

 
             else {

 
                     player.targetX = event.x;

 
                     player.targetY = event.y;

 
                }

 
         }

 
      

 
     function pointerMove(event) {

 
             if (newGame) {

 
                 }

 
             else {

 
                     player.targetX = event.x;

 
                     player.targetY = event.y;

 
                 }

 
         }



    function initialize() {

             canvas = document.getElementById("gameCanvas");

 
             canvas.width = window.innerWidth;

 
             canvas.height = window.innerHeight;


 
            context = canvas.getContext("2d");
        


            canvas.addEventListener("MSPointerUp", pointerUp, false);
            canvas.addEventListener("MSPointerMove", pointerMove, false);
            canvas.addEventListener("MSPointerDown", pointerDown, false);


            gameStage = new createjs.Stage(canvas);

            loadContent();

    }

      
    function loadContent() {

        preload = new createjs.PreloadJS();
        preload.onComplete = prepareStage;

       
          

 
             var manifest = [

 
                 { id: "logoScreen", src: "images/GFX/LogoScreen.png" },

 
                 { id: "floor", src: "images/GFX/floor.png" },

 
                 { id: "ghost", src: "images/GFX/Ghost.png" },

 
                 { id: "playerIdle", src: "images/GFX/PlayerIdle.png" }

 
         ];

 
      

 
         preload.loadManifest(manifest);

    }


    function prepareStage() {

 
             logoScreenImage = preload.getResult("logoScreen").result;
             logoScreenBitmap = new createjs.Bitmap(logoScreenImage);
             logoScreenBitmap.scaleX = scaleW;
             logoScreenBitmap.scaleY = scaleH;
             gameStage.addChild(logoScreenBitmap);

             floorImage = preload.getResult("floor").result;
             floorBitmap = new createjs.Bitmap(floorImage);
             floorBitmap.visible = false;
             floorBitmap.scaleX = scaleW;
             floorBitmap.scaleY = scaleH;
             gameStage.addChild(floorBitmap);


             playerIdleImage = preload.getResult("playerIdle").result;
             playerIdleBitmap = new createjs.Bitmap(playerIdleImage);
             playerIdleBitmap.visible = false;
             playerIdleBitmap.scaleX = scaleW;
             playerIdleBitmap.scaleY = scaleH;
             gameStage.addChild(playerIdleBitmap);

             scoreText = new createjs.Text("Score: " + playerScore, "30px sans-serif", "yellow");
             scoreText.x = canvas.width / 2 - (scoreText.getMeasuredWidth() * scaleW / 2);
             scoreText.scaleX = scaleW;
             scoreText.scaleY = scaleH;
             scoreText.y = 30 * scaleH;
             scoreText.visible = false;
             gameStage.addChild(scoreText);


             ghostImage = preload.getResult("ghost").result

             player = new Player();

             createjs.Ticker.setInterval(window.requestAnimationFrame);
             createjs.Ticker.addListener(gameLoop);
         }

      
     function gameLoop() {

             update();

             draw();

     }

     
     function update() {

         if (newGame) {


             logoScreenBitmap.visible = true;


             playerIdleBitmap.visible = false;


             floorBitmap.visible = false;

             scoreText.visible = false;
             
         }


         else {
             if (isGameOver) {

 
                      isGameOver = false;

 
                      ghosts.length = 0;

                      playerScore = 0;
                      gameStage.clear();                 

 
                      gameStage.addChild(logoScreenBitmap);

 
                      gameStage.addChild(floorBitmap);

 
                      gameStage.addChild(playerIdleBitmap);

 
                      gameStage.addChild(scoreText);
                      
 
                      gameStage.update();

 
                  }



             logoScreenBitmap.visible = false;


             playerIdleBitmap.visible = true;


             floorBitmap.visible = true;

             scoreText.visible = true;




             if (player.targetX > player.positionX) {


                 player.positionX += 3;


             }


             if (player.targetX < player.positionX) {


                 player.positionX -= 3;


             }


             if (player.targetY > player.positionY) {


                 player.positionY += 3;


             }


             if (player.targetY < player.positionY) {


                 player.positionY -= 3;


             }

             playerScore += 1;


             scoreText.text = ("Score: " + playerScore);

             timeToAddNewGhost -= 1;

 
             if (timeToAddNewGhost < 0) {

 
                  timeToAddNewGhost = 1000

 
                  ghosts.push(new Ghost(new createjs.Bitmap(ghostImage)));

 
                  ghosts[ghosts.length - 1].setStartPosition();

 
                  gameStage.addChild(ghosts[ghosts.length - 1].ghostBitmap);

 
             }

             for (var i = 0; i < ghosts.length; i++)

 
                  {

 
                      ghosts[i].ghostBitmap.x = ghosts[i].positionX;

 
                      ghosts[i].ghostBitmap.y = ghosts[i].positionY;

 
                      ghosts[i].ghostBitmap.visible = true;

 
                      ghosts[i].move(player.positionX, player.positionY);

 
                      isGameOver = ghosts[i].isCollision(player.positionX, player.positionY, player.width, player.width, player.height);
                      if (isGameOver)   

                            break;

 
                  }




             playerIdleBitmap.x = player.positionX - (player.width / 2);

 
             playerIdleBitmap.y = player.positionY - (player.height / 2);

         }


     }

      
     function draw() {

             gameStage.update();

         }
    app.oncheckpoint = function (args) {
        // TODO: This application is about to be suspended. Save any state
        // that needs to persist across suspensions here. You might use the
        // WinJS.Application.sessionState object, which is automatically
        // saved and restored across suspension. If you need to complete an
        // asynchronous operation before your application is suspended, call
        // args.setPromise().
    };

    document.addEventListener("DOMContentLoaded", initialize, false);

    app.start();
})();
